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  • Going Aggro in Reality Fracture Draft

    I'm currently taking a break from playing the Limited Arena Champs Qualifier which has gone pretty well so far. I've won far more matches than I lost, and converted my first run by doing exactly what I said I wouldn't: drafting white. The Arena Limited Champs format has been announced, complete with a 250k prize pool. Sure enough, Reality Fracture and Star Trek will be the two formats we get to play in the event, and regardless of how I do this weekend I have an invite for that event locked up. We'll be playing best of three for once, which means as soon as this 2,000 Prize cash tournament weekend is over, I'll be pivoting my play and content to best of three Limited. For now I'd like to discuss when and why we should get into aggressive decks in the current Reality Fracture environment. Like myself, almost everyone wants to draft Blue in this event. There's a lot of quality drafters and players, and while us Limited diehards will get to play softer opponents without ranks being involved, we still need to navigate the drafts well to give ourselves a good chance. My current feeling is to let the draft come to me and take what I'm given. It's honestly a rarity these days because the rares and uncommons tend to be really strong relative to commons, and Reality Fracture is no different. However, I don't like playing slow grindy decks that can't create some inevitability, and that often happens if you're forcing those decks despite others at the table not giving you late pick value cards. You just end up bringing a knife to a gun fight. Aggressive white decks are a great place to be in my opinion if a majority of players try to play slower magic. There's a lot of value to be gained in the least drafted color, and you can really punish opponents who keep slower draws. Here's my first deck of the event, which went 7-0: BW Aggro Funnily enough in the Arena Direct BW Aggro was also a 7-0 deck for me, and I don't think I've drafted this archetype at all before. We can find lifegain synergies, or pile up on Empower Jace to make sure we're never running out of gas while also cranking up the pressure. This deck relied heavily on lifegain synergies between Lyra, Archangel of Dawn and the Unflinching Hortimancers. Murmuring Volume was a late addition when I realized I had the ghouls, but I also don't like playing 17 or more lands in this archetype because you really need to draw spells together to turn the diamonds in the rough into actual diamonds. Black-white has access to great removal so it's easy to keep pushing damage if you can get on the board quickly as a lot of the soup decks in this format need to take turns to set up with cards like Protege's Awakening or Way of the Mind Sculptor. Those are turns you need to get in for big chunks of damage. Aggro decks do have a bit of an issue with Empower Jace as you don't want to spend a lot of your damage output on hitting Empowered Jaces, so attacking him becomes incredibly contextual. Often times I'll attack a 3-loyalty Jace for like 1 or 2 damage instead of killing it outright, enabling me to get the opponent in lethal range. The longer the game goes, the worse it becomes for you. Yoshimaru, Beloved Companion made an appearance in my deck for the first time and it was great with the Twisted Fates on multiple occasions, but it does feel quite bad to play on turn 3 since it's easily killed and almost always outsized. Aside from black, I really like blue as a supporting color for white aggro decks. Unsummon can become an all-star if you can pressure the opponent enough, making it a great card to pick up in the middle of a pack. Blue is obviously the best color in the format, but you also utilize cards other decks don't necessarily pick early and can focus a bit on surveil synergies to make your late pick Phantasms really do work. Azorious Aggro Here's an Azorious Deck I got close to trophying with and came up just short. Rakdos is another aggro deck that has an extremely high ceiling, however I find you need a lot of uncommons to make it really fire on all cylinders, so I tend to avoid it unless I pick up some of the Rakdos uncommons later in a pack. Stingerquill Voxmancer is a huge enabler for a lot of the archetype and without it I really don't like Rakdos aggro all that much. Often I just run out of gas without any real plan for a long game but cross my fingers I draw enough burn to finish the job. Even with blue highly contested you can still play soupy decks, but a lot of them will focus on red uncommons such as Kiora of Fire and Ashes or Craftwork Crusher. I tend to draft those Gruul+ decks as Jund if I'm not Temur. I think Gruul gets to splash for any removal pretty easily with access to cards like Fblthp, Knows the Way and Something Worth Saving in addition to landcyclers and Murmuring Volume. Green decks also ramp often, making the landcyclers a lot better than in other archetypes because they give you flood resistance in addition to extra colored sources for your splashes. Aggro decks can really punish these landcycler starts though, which is why I'm slowly coming around to attacking their life total more, and slowing down on trying to win a resources arms race. I do really want to be in white if I'm aggressive though because it has a lot of lifegain and counter synergies that I think help push you over the hump. I'm excited to get started on best of three this next week but for now I'm going to get back to trying to earn some cash this weekend. For everyone playing I hope you managed to make some cash yourselves!

  • Reality Fracture Sealed Tips

    I usually write quite a bit about Booster Draft when a new set comes out, and generally the Draft format is just a more curated experience of Limited than Sealed. With the newer structure of Arena that's constantly putting out Arena Directs (seemingly every other week), Sealed is a much more useful skill than it used to be. While the Hobbit Sealed format was not very popular, I actually found it a bit refreshing. There was only a handful of truly broken rares, and most of the sealed decks played Black cards of some variety because of how deep the color was. Reality Fracture is almost the polar opposite of Hobbit. In Reality Fracture you're not ignoring any colors, and should be focusing a lot more on playing your bomb rares. Hopefully you have some, because despite what a lot of the Sealed truthers will have you believe, the rares are extremely important in a format this grindy. Generally the first thing you should be looking at when opening a sealed pool is your rares, obviously, but after that you should look at your fixing and in Reality Fracture that includes land cyclers. A lot of formats you don't want to rely heavily on land cycling as part of your mana base, but in this format you absolutely can, and should. While aggressive decks exist, most people build their deck with a bunch of colors, whether it's correct for their pool, or not. When I think it's correct to build your deck a bunch of different colors, and in a way that wants to play long drawn out games, is when you have all the tools necessary, or at least a lot of them. To play long games and win you need bombs, removal, and functional mana so you can actually get to the mid and end game. Bombs is pluralized for a reason. Just because you have an Ajani Unrelenting doesn't give you inevitability. This format has crazy amounts of card advantage, and while Ajani can reset the board and win quickly if unchecked, this format is also quite good at dealing with planeswalkers. That means Ajani won't single-handedly carry an otherwise bad pool, you need to be able to keep up with the opponent's engines and play a normal game of Magic. You want to avoid filler in this format because you're going to see a large percentage of your deck. This means you want to put cards in your deck that generate more than just a single card's worth of value if possible. This comes in so many forms in this set: Cards that create Heartwoods, have some other prepared value, draw raw cards, or at the very least remove problematic creatures. Anything that empowers Jace is by default more than 1 card worth of value. Aside from rares, there a few really key uncommons in the format from my experience. Number one is, of course, Kiora of Fire and Ashes. Kiora is one of the best cards in the format and a card you obviously want to priorize playing. Craftwork Crusher is next on the list. Craftwork Crusher almost always dominates the battlefield, generates value, and removes problematic creatures. I think both of the cards I listed are pretty obviously strong, and the one that I think gets a lot less attention is Way of the Mindsculptor. Way of the Mindsculptor with any additional Empower Jace support allows you to churn through your deck aggressively, and find threats or removal almost at will. Since the format is all about keeping your opponents best threats off the battlefield and deploying your own (as opposed to formats that favor tempo) Way of the Mindsculptor is a card I almost always squeeze into my deck, even as a splash, as long as I'm empowering Jace enough. Additionally, Way of the Mindsculptor almost always comes with Way of the Paradox, and the synergy between the two is absolutely incredible. It allows you to draw through your deck quickly and also make extra land drops so you can cast your extra cards even faster. Example Sealed As far as color balance, I think white is the weakest color, but not like some colors in Hobbit where it's unplayable. If anything, the issue is how strong blue is relative to other colors. At common we have Mindseeker Oculus which is just unbelievably strong for a common, and fuels Way of the Mindsculptor in addition to getting on board early and generating card advantage. While I do think the best decks are just playing 3-5 colors with a lot of good rares, sometimes your pool is just not good enough to play long games. People have realized you can play slower decks but you can also take advantage of that and do something lower to the ground. Here's a 7-0 deck that's extremely unpowered, and attacking people trying to play a slower grindier game. BW Aggro Sealed This deck had a lot of hard hitting cheap creatures and removal, but basically no rares. While I did have Repurposed Enforcer and a Darklight Phoenix, these aren't exactly the highest impact rares, and Darklight Phoenix is just a Snare Thopter for the most part. This deck could keep up against grindier ones because of all the Empower Jace attached to random three-power bodies, allowing me to rarely flood out and continue to draw gas. I had a small self-mill package with a few payoffs in the graveyard, but mostly it just turned the Metamages into fliers to close the games out. This is certainly one of the most underpowered decks I opened but I hit the right matchups and was able to close out some closer games with tight play and aggressive starts leaving my opponents on the back foot. I do feel really burned out playing this format because the decks all feel extremely similar. While there's a lot of "pretend" archetypes, people are mostly just playing Empower Jace synergies and great rares, and you can almost be sure if someone has Mountain in their deck they're casting Kiora. We're mostly building our deck with removal and the few powerful threats at lower rarities. Overall, I liked Hobbit Sealed more than this format because Hobbit Sealed felt like a much more level playing field where the play mattered quite a bit, and understanding how to sequence into Cruel Bent Blade paid off a lot. In Reality Fracture Sealed if you open a lower than average pool it feels really difficult to put together a winning deck. With the Arena Champs qualifier next weekend I'll pivot most of my attention back to Booster Draft, and may even play in a paper Limited Champs Qualifier at the end of the month, schedule permitting. It seems like the reception of this format is overall positive, which is great because it's the kind of format I generally enjoy, however this one just isn't quite hitting for me. I still like it, just not as much as formats that felt a lot more fleshed out like MOM and SOS.

  • Breaking Fractured Reality Draft

    After early access and even on the first couple of release days I was pretty down on this Draft environment. I've come around on it, at least a little, and it's all thanks to one little uncommon. Fblthp, Impossibly Lost is my favorite card in the format, hands down. Well, if you want to count Splinter Twin, maybe second. Fblthp has so many on words on it that it was one of those cards I intuited as a conditional two mana Divination. That conditional Divination happens to be a Divination more than I thought it would, and also it has the ability to go over anything because of the words "you win the game if-" on it. As it turns out, it's not so hard to make that "if" happen when the commons and uncommons support it well enough. Originally I thought Dimir's plan should be self-mill and set up for a big flashback Recursive Recruitment. Getting two chonky bodies is nice and all, but the format's powerful and it's not a solid plan against some of the great synergies and bombs of the format. It's just too easy to go over the top of that. In Innistrad we made a bunch of Spider Spawning tokens and that was enough because very little went over the top of that so long as you had some other interaction and life gain. For Reality Fracture we have to go about things a bit differently. Our cards are a lot more powerful as well, so we get to play this two mana Divination that also allows us to win the game in the event we go just long enough, or, make a couple of fliers to sneak one through when we're empty in our library. All that's really required of the baseline Dimir version of the deck is a solid amount of interaction and the common mill creatures such as Theorix Metamage and Void Extrapolator. Ideally we also get a copy or two of Paradox Shaper but that's not even required. In fact many people will think Shaper is required but as long as you have enough ways to churn through your deck you can easily win without it. Fblthp can also be splashed in decks like Rakdos as well, and potentially even Golgari so long as your deck can present enough creatures to trigger Fblthp for a game-winning attack. Just make sure to back it up with a counter or protection spell. I'd avoid it in blue without black, though it still can work. We wouldn't get the easy ways to mill ourselves, making it far less reliable without Void Extrapolator. Theorix Metamage makes it possible, still. The last part of the secret sauce is just any way to get Fblthp back from the graveyard, and most reliable is a single copy of Theoretical Necromancer. This allows you to mill through your deck and even if you hit Fblthp you're bound to mill the Necromancer at some point too. Metamage is really important because it can also close in your aggressive plan as your core commons that you pick up late are both it and Extrapolator which curve nicely together. Here's an example deck, and this deck would have been just as good with only 2 Fblthp. While this deck isn't particularly aggressive, it can be, and the 1-drops here facilitate a turn 2 Fblthp trigger to draw 2 cards. On top of that, by putting your opponent at a low life total early they have to play the game really cautiously and usually won't be able to outrace you. Stingerquill Voxmancer is nice at facilitating that sequence and is also a body in play to swing with when on the final turn you alpha strike with a Fblthp in play and an empty graveyard. Ideally we don't play expensive cards that aren't super high impact because we're drawing extras off of Fblthp and just want to reload our hand and unload it repeatedly. If you notice, I have literally no Empower Jace cards in this deck, and while that's not a goal or anything it's the mechanic most people are after so we don't have to fight over those cards. We just take the self-mill creatures and play our deck more linearly. This deck certainly may get worse as more people draft it, and of course, as more people learn how to play around it. I'm sure I caught an opponent or two off guard with Fblthp winning on a turn where I started with 9 cards in my deck. That's the spot where you really want a Paradox Shaper in your deck so you can just draw the best card in your deck repeatedly if they stop spending mana to protect themselves and eventually you'll just grind them out. This deck easily went 7-1 and the loss was when I kept a hand without a 1 or 2 drop when that's the majority of the deck. I likely should have mulliganed given the deck was very forgiving due to Fblthp letting me draw extra and the deck not being super mana hungry, so it can certainly play well on a six card hand. Here's another version of the deck that lost no games at all, with the same recipe and far less uncommons. As you can see I didn't even have a Paradox Shaper in this deck, though I did pick up a Sublime Epiphany that got passed to me which won me a lot of games, especially given I saw every card in my deck in every game. I ended up winning every single game with Fblthp's ability. This deck had the whole recipe: Interaction, Fblthp, a Theoretical Necromancer to bring back a milled Fblthp, and some self-mill. I'd like to note that Fatehold Chronologist plays a nice role in this deck as an early value play that is often ignored because it's not threatening but can trigger Fblthp easily for card advantage as the game develops. Regardless, this archetype is very replicable and doesn't require anything difficult to pick up except the single copy of Fblthp. While I always thought Fblthp was good and cool, I didn't realize how often it would be able to win games. It really is a draft-around uncommon despite seeming so innocent. Right now I'm grinding Arena Directs and Sealed is a completely different animal as it's all about rares and raw power more so than synergy but I'm excited to get back to trying to draft this archetype repeatedly and perfecting it. Dimir is definitely my early front runner for best archetype in the format but there's a lot more to explore!

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